[WIP] Wolfenstein: Definitive Legacy Alpha v0.9.5

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jakasspeech7
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by jakasspeech7 »

Ron_Dallas wrote:
> Only thing i was distracted about it`s helmet drop sounds. I`m always hear
> that like grenade drop.
I'm glad I'm not the only one! I keep diving away from empty helmets thinking I'm about to blow up.

It is definitely a bit too loud/sharp right now. Distinct audio cues for lethal vs. cosmetic items would make the combat flow much smoother.
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JUSSOMONE
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by JUSSOMONE »

Greetings everyone, Just came to say that I've been doing some major overhaul to the mod's overall looks and some mechanics, that's why I didn't said anything in the past few months or uploads to ModDB as previously stated in the game's manual.

Right now I've reworked most weapons HUD sprites like the Luger, MP40, Stg44 and the Kar98k. I also designing a new weapon system where there will be four tiers for each weapon (excluding the specialist weapons, they have their own upgrade coded in the new perk menu) alongside weapon CND and special passive abilities according to weapon tier.

E.g.: MP40 -> level 1: Basic (weapon color is default grey)
MP40 -> level 2: Superb (weapon color is silver lined) x2 better CND
MP40 -> level 3: Excellent (weapon color is golden) -> has special attributes like chance of double damage x4 better CND
MP40 -> level 4: Elite (weapon color is diamond) -> Same as elite plus an extra passive chance and another ability x8 better CND

I know it may sound overwhelming, but I am doing this to increase player interest in the mod weapons and favoritism if they like to hang with one specific weapon and want to upgrade it (yes there will be weapon upgrade kits)

So, because of this I am pretty busy redoing some mechanics due to dependencies and a need to remake the Status bar into zscript to have better control and versatility, for now just take a peek into some of the new weapon sprites:

Image Image Image Image

That's all, If you guys want I can upload the mod as it is now until I am done with this new system, otherwise it will take some time, and I can't guarantee I will complete it in this month, but I can say that I recently got interested in the mod again thanks to the appreciation and feedback of recent comments, I am really grateful to you folks. :thumb:

For now, be safe, be good and keep on gaming. ;)
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BLSZDOOM
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by BLSZDOOM »

best wolfenstein mod.
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hitmanx
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by hitmanx »

Nice update news, those sprites are looking great. Maybe a little bit of 'pillow shading' on the arms, but really nice colour choices, and the metals look great.

It's your mod, so obviously do whatever you feel like. But I think maybe gold and diamond looking upgrades might look a bit tacky, and not really fitting of the theme. Maybe instead some kind of attachment (scope, muzzle break etc) It would be more work obviously to create those additional graphics (which I know is very time consuming, so I understand having a type of camo/skin) Though perhaps one scope could fit all weapons with a little adjustment.

Anyway, you do you, just an idea :)
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JUSSOMONE
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by JUSSOMONE »

armymen12002003 wrote: Fri Jan 30, 2026 7:52 pm Nice gameplay mod but I do have a couple of nitpicks these being is there any way to have an enemy grenade indicator on the Hud I must have died quite a few times due to this and I do agree some of the enemies are a bit spongey also if it's possible to have the quick knife be slot 1 cause it just feels weird to me when I hit the 1 key and the luger is in its place other than this nice little gameplay mod.
Hey there, I've just transferred the knife from slot 0 into 1, as it really makes more sense for shortcut keys, don't worry about priority, I've set it always to the Luger. I know this doesn't help too much but since my mod works differently from vanilla doom, especially weapon categories, I can't go on with your request because there is already 3 unique weapons occupying slot 7: Lasergewehr, Verteidigerin and the Schopfer-kit. Also as the new perk system allows for multiple specialist weapons, this can get messy for most players if I decided to bind each one with consecutive numbers like 7, 8 and 9. So just to emphasize, can't do it.

But, for the grenade indicator, since I am remaking full scratch the HUD in zscript it is now possible to do it, it might take some time since my skills at programming aren't that good but I will try it, and you guys will know it from the changelog that I am updating. For the weapons, I might implement a weapon wheel as solution for the keybinds, but for now it is as it is. Thanks in advance for the feedback.
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JUSSOMONE
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by JUSSOMONE »

jakasspeech7 wrote: Tue Feb 03, 2026 8:20 am Ron_Dallas wrote:
> Only thing i was distracted about it`s helmet drop sounds. I`m always hear
> that like grenade drop.
I'm glad I'm not the only one! I keep diving away from empty helmets thinking I'm about to blow up.

It is definitely a bit too loud/sharp right now. Distinct audio cues for lethal vs. cosmetic items would make the combat flow much smoother.
Well, I could say that I've just "killed two birds with one stone" since by removing the helmet drop sound, it only remains the grenades. there is also the ubersoldiers helmets but their sound is pretty distinct if you didn't heard it before and it is not always you are going to find them so... I'd say job done.
Okuni
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by Okuni »

First of all, Gotta say that this mod is incredible.

I have this issues so far:

-The enemies (from my pov) have an unfair amount of precision compared to the player. I'm playing Bring them On! on Plutonia and I have a hard time trying to snipe those enemies that are sniping me (MAP01). The assault rifles have a spread level that sometimes sabotages the player's flow. They are awesome in close combat but on mid and long distance they are definitely useless. I know that the Kar98 is suitable for those scenarios but there are moments in which you only have these assault rifles in order to snipe an enemy. Please consider to increase the precision of the assault rifles (MP40 or STG44) or to tone down the precision of the enemies.

-Since your mod tries to reach a "realistic" approach, I kinda sense that the enemies don't have that approach applied. Meaning: They seem to be "over the top power fantasy" compared to the player (which tries to grasp the "realistic" approach). Your mod establishes to approach the enemies so the player can make more damage to the enemies. I think the same should be applied to the enemies.

-From my POV the bots when they shoot, they point at the player instead of the enemies. The bots didn't hurt me, but that caught me off guard more than one occasion which kinda disrupted the flow. It doesn't give me the confidence to use them especially against "Occult" enemies. And sometimes they kinda fail to follow the player which also makes it frustrating to use them in order to make them fight against the enemies

-And speaking of the "Occult" enemies, I sense that the Great Priest (which replaces the Archvile) is WAY OP compared to the OG Archvile (Or even other enemies of the MOD itself). From my POV, the fact that the Great priest can Teleport, summon Ghosts, cast Meteors, and also hurt the player by just touching it (I might be wrong on this one, since AFAIK the ghost are the ones who can do that) it persuades the player to not even try to play the MOD. This is more of a nitpick from me. The Archvile itself is a huge threat in the vanilla doom without using teleport, so I think the Great Priest should have the same threat level, not surpass it.

Hope this feedback helps.

Again, AMAZING MOD!!!. Keep it up!!.
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Crudux Cruo
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by Crudux Cruo »

My takeaway playing bring it on on DooM2 Iwad-

-Enemies deal too much near hitscan damage
-The Nazi Priest and ghosts is way too over the top overpowered
-Hellknight/Baron replacements are tough.
-Common enemies use grenades a lot.
-Weapons aren't accurate or potent enough in general
-Weapon key groupings would be better than current system
-Mauser takes too long to reload and fire for the DPS, nor does it have a zoom (zoom state would be nice)
-Rocket launcher does way too much splash damage, but not a whole lot of actual damage to big enemies.
-MP40 is way too loose in general, but could at least do more than a two shot burst on target.
-Luger is really terrible all around and very unaccurate.
-STG44 does too little damage with special ammo and also is loosey goosey.
-Player runs out of ammo too quickly
-Knife is absolutely useless. at least let it guarantee a stun or give multiple "hits".
-XP gain takes too long.
-logistics is hard to justify investment in at costs vs benefit.
-friendlies die super easy, especially ones that cost scrap - making it worthless.


+ Gameplay is pretty fun and wolfen-styled
+ The building system adds strategy
+ RPG mechanics are cool and unique and make a real impact.
+ weapon sprites are good and smooth
+ projectiles add an ability to dodge, evening things out a little
+Wolfenstein enemies are interesting and creative, and dynamic.
+ Custom wolf gore is really cool.

OVERALL:

-add 25-35% better accuracy before investments with guns
-add 25-35% higher damage in general
-tune explosives and enemy health.
-give friendlies more health.
-make xp 25-35% faster
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-Ghost-
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by -Ghost- »

I feel like it could use maybe one or two more weapons like a shotgun and maybe something else, where then the MP40 could be more of a midrange weapon, maybe STG is mid to long range.
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JUSSOMONE
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Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1

Post by JUSSOMONE »

Whoa, that's a lota of comments regarding the mod in the past 2 weeks, thanks for you guys playing and feedbacking it. Now for the requests and points taken since what I am going to say pretty much summarize the last 3 comments:

1°: Right now I have a deadline to deliver the mod in whatever state it is until April 10, so expect another version coming right up these 2 days.

2º: The new perk system is a big overhaul to the damage and any problems regarding enemy damage and skills, as instead of having 10 levels, it is condensed in a skill tree now, being more choice-free and as an example: in the original for each skill point applied to defense, you would get like 5% more resistance, now there is a perk replacing this called Hard Skin, each subsequent level costing 1 more skill point but giving way more resistance compared to just 5%

3º: I've just made a new skill system where the player weapons have a skill bar, where each enemy killed by said weapon fills it up until an arrow indicating it shows it can get a new skill, doing so may grant the player 1 of 3 skills.
E.g.: For the Luger:
  • Silencer: silence shots
  • 2x exp: doubles the EXP on kills
  • Critical: 25% to fire a critical shot
After that the player will need an upgrade kit to evolve the weapon, increasing it's primal capabilities, that is, the damage, accuracy and projectile speed. the main weapons (the ones you can get without investing in the perk system) have two evolutions:
  • Polished, a more silver lined color
  • Elite, golden like and the most powerful
to get each new evolution the player needs to first apply the skill, then a green check will appear indicating it can be evolved, but it needs an upgrade kit

Further explanations will be in the manual for common sense.

4º: Yes, I am also planning in making zooming for certain weapons and I also feel the need for a shotgun... This last one will take even more time and it's not planned in the upcoming version, since sprite making (especially hand draw ones) takes a lot of time and patience, so don't expect it soon as I am still learning 3D modeling and I pretend in doing so to save time and other projects I have in mind.

5º: I still need to tweak the difficulty differences, unfortunately it was not planned in this version.

Anyways, thanks you folks for testing it, no doubt it's still in the alpha version but I hope the final one comes this year :thumb:

PS.: The manual is coming later, since I've lost the font for it. Hehe...

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